Commit Graph

11 Commits

Author SHA1 Message Date
Nick Fisher
0cbbc058e0 refactoring 2025-03-22 10:49:24 +08:00
Nick Fisher
931aab5159 refactoring 2025-03-19 21:52:59 +08:00
Nick Fisher
6744c02019 refactoring 2025-03-19 17:54:43 +08:00
Nick Fisher
627447f8b0 refactoring 2025-03-19 12:27:13 +08:00
Nick Fisher
e91d1ca0aa support 3D texture/2D texture arrays 2025-03-10 18:05:42 +08:00
Nick Fisher
e4de0f3ae0 expose setParameterBool/hasParameter on material + instance 2025-03-08 12:17:06 +08:00
Nick Fisher
2a8931e1ac add TTexture bindings with TextureFormat, PixelDataType and PixelDataFormat enums 2025-03-03 14:43:20 +08:00
Nick Fisher
f873f7da66 feat: add setTransparencyMode to Dart Material class 2025-01-07 08:25:48 +08:00
Nick Fisher
7aa0367a3b internal: *Material_createInstance 2025-01-07 08:25:48 +08:00
Nick Fisher
27e150ebf6 chore: clean up static_cast 2025-01-07 08:25:48 +08:00
Nick Fisher
ed444b0615 feature!:
This is a breaking change needed to fully implement instancing and stencil highlighting.

Previously, users would work directly with entities (on the Dart side, ThermionEntity), e.g.

final entity = await viewer.loadGlb("some.glb");

However, Filament "entities" are a lower-level abstraction.

Loading a glTF file, for example, inserts multiple entities into the scene.

For example, each mesh, light, and camera within a glTF asset will be assigned an entity. A top-level (non-renderable) entity will also be created for the glTF asset, which can be used to transform the entire hierarchy.

"Asset" is a better representation for loading/inserting objects into the scene; think of this as a bundle of entities.

Unless you need to work directly with transforms, instancing, materials and renderables, you can work directly with ThermionAsset.
2024-11-27 15:02:37 +11:00